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Book ChapterDOI

Multi-resolution 3D approximations for rendering complex scenes

Jarek Rossignac, +1 more
- pp 455-465
TLDR
This work presents a simple, effective, and efficient technique for approximating arbitrary polyhedra based on triangulation and vertex-clustering, and produces a series of 3D approximations that resemble the original object from all viewpoints, but contain an increasingly smaller number of faces and vertices.
Abstract
We present a simple, effective, and efficient technique for approximating arbitrary polyhedra. It is based on triangulation and vertex-clustering, and produces a series of 3D approximations (also called “levels of detail”) that resemble the original object from all viewpoints, but contain an increasingly smaller number of faces and vertices. The simplification is more efficient than competing techniques because it does not require building and maintaining a topological adjacency graph. Furthermore, it is better suited for mechanical CAD models which often exhibit patterns of small features, because it automatically groups and simplifies features that are geometrically close, but need not be topologically close or even part of a single connected component Using a lower level of detail when displaying small, distant, or background objects improves graphic performance without a significant loss of perceptual information, and thus enables realtime inspection of complex scenes or a convenient environment for animation or walkthrough preview.

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Citations
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Journal ArticleDOI

Algorithm of combined reduction based on scattered point cloud

TL;DR: This paper combined the two algorithms together, and through comparing reconstructed triangulation network and modeling with the original model, demonstrates that the new method of the compression effect is ideal.
Journal ArticleDOI

A Shape-Preserving Simplification Method for Urban Building Models

TL;DR: Wang et al. as mentioned in this paper proposed a shape-preserving simplification method for urban building models, which considers the overall shapes of building models to avoid collapse with an increased simplification rate.
Book ChapterDOI

Generation of Solid Multiresolution Models

TL;DR: An automatic simplification algorithm that produces multiresolution models with piecewise algebraic implicit surfaces that simplifies geometry and topology can be used for navigation with LOD models in virtual environments or for approximate collision detection.
DissertationDOI

3D content recovery and complexity reduction

Cheen Hau Tan
TL;DR: This thesis presents three strategies to extend and improve the performance of this mocap recovery framework, namely using a trajectory-based matrix representation, applying skeleton constraints, and using subspace constraints.
Proceedings ArticleDOI

Multiresolution mesh representation using vertex cluster contraction

TL;DR: A novel mesh simplification algorithm is proposed to generate a series of approximating meshes that satisfies the volume preservation and shape preservation criteria and is shown to have better visual quality than other algorithms in literature.
References
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Proceedings ArticleDOI

Surface reconstruction from unorganized points

TL;DR: A general method for automatic reconstruction of accurate, concise, piecewise smooth surfaces from unorganized 3D points that is able to automatically infer the topological type of the surface, its geometry, and the presence and location of features such as boundaries, creases, and corners.
Proceedings ArticleDOI

Decimation of triangle meshes

TL;DR: An application independent algorithm that uses local operations on geometry and topology to reduce the number of triangles in a triangle mesh and results from two different geometric modeling applications illustrate the strengths of the algorithm.
Proceedings ArticleDOI

Pyramidal parametrics

TL;DR: This paper advances a “pyramidal parametric” prefiltering and sampling geometry which minimizes aliasing effects and assures continuity within and between target images.
Proceedings ArticleDOI

Re-tiling polygonal surfaces

TL;DR: This paper shows how a new set of vertices can be distributed over the surface of a model and connected to one another to create a re-tiling of a surface that is faithful to both the geometry and the topology of the original surface.
Journal ArticleDOI

Hierarchical geometric models for visible surface algorithms

TL;DR: The geometric structure suggests a recursive descent, visible surface algorithm in which the computation time potentially grows linearly with the visible complexity of the scene, and the range of complexity of an environment is greatly increased.